SWBF2-Classic-Msh-Viewer/QtMeshViewer/Source/GeometryEngine.cpp

116 lines
3.1 KiB
C++

#include "..\Header\GeometryEngine.h"
#include "..\Header\MshFile.h"
/////////////////////////////////////////////////////////////////////////
// public constructor/destructor
GeometryEngine::GeometryEngine()
: m_indexBuf(QOpenGLBuffer::IndexBuffer)
{
initializeOpenGLFunctions();
// Generate 2 VBOs
m_arrayBuf.create();
m_indexBuf.create();
// Initializes cube geometry and transfers it to VBOs
initCubeGeometry();
}
GeometryEngine::~GeometryEngine()
{
m_arrayBuf.destroy();
m_indexBuf.destroy();
for (auto it : m_textures)
delete it;
m_textures.clear();
m_textures.squeeze();
}
/////////////////////////////////////////////////////////////////////////
// private functions
void GeometryEngine::initCubeGeometry()
{
try
{
MshFile file("..\\Release\\Msh\\cubeTex.msh");
m_models = file.getModels();
//TODO use models local, apply MVP directly to the vertex, save size and tex index info
//TODO: handle the textures
}
catch (std::invalid_argument e)
{
//TODO: make a cool message box
auto msg = e.what();
}
// Transfer vertex data to VBO 0
m_arrayBuf.bind();
m_arrayBuf.allocate(m_models->first()->segmList.front()->vertices.data(), m_models->first()->segmList.front()->vertices.size() * sizeof(VertexData));
// Transfer index data to VBO 1
m_indexBuf.bind();
m_indexBuf.allocate(m_models->first()->segmList.front()->indices.data(), m_models->first()->segmList.front()->indices.size() * sizeof(GLuint));
// load the texture
initTexture();
}
void GeometryEngine::initTexture()
{
// Load cube.png image
QOpenGLTexture* new_texture = new QOpenGLTexture(QImage(":images/cube.png").mirrored());
// Set nearest filtering mode for texture minification
new_texture->setMinificationFilter(QOpenGLTexture::Nearest);
// Set bilinear filtering mode for texture magnification
new_texture->setMagnificationFilter(QOpenGLTexture::Linear);
// Wrap texture coordinates by repeating
// f.ex. texture coordinate (1.1, 1.2) is same as (0.1, 0.2)
new_texture->setWrapMode(QOpenGLTexture::Repeat);
m_textures.push_back(new_texture);
}
/////////////////////////////////////////////////////////////////////////
// public functions
void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
{
// Tell OpenGL which VBOs to use
m_arrayBuf.bind();
m_indexBuf.bind();
m_textures.first()->bind();
// Use texture unit 0 which contains cube.png
program->setUniformValue("texture", 0);
// Offset for position
quintptr offset = 0;
// Tell OpenGL programmable pipeline how to locate vertex position data
int vertexLocation = program->attributeLocation("a_position");
program->enableAttributeArray(vertexLocation);
program->setAttributeBuffer(vertexLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
// Offset for texture coordinate
offset += sizeof(QVector3D);
// Tell OpenGL programmable pipeline how to locate vertex texture coordinate data
int texcoordLocation = program->attributeLocation("a_texcoord");
program->enableAttributeArray(texcoordLocation);
program->setAttributeBuffer(texcoordLocation, GL_FLOAT, offset, 2, sizeof(VertexData));
// Draw cube geometry using indices from VBO 1
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
}